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ME2 - Modding is Possible II (PC Only)


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#851
ZephSunstrider

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Inge McDaniel wrote...

Actually, Heavy is rank 4, you will not get it to work if you set 4 as an option.

Inge


Doesn't do anything if I use Heavy as a parameter for SetRank

SetRank Self SFXPower_ConcussiveShot Heavy

That just leaves Concussive Shot at Rank 1. Using 4 works fine if you use the evolved power package

SetRank Self SFXPower_ConcussiveShot_Heavy 4

Heavy would be one option of Rank 4 anyway, most powers have Heavy and Radius, or Squad for ammo powers.
I'm starting to think that the UE3 is intentionally messing with us! :bandit:

Modifié par ZephSunstrider, 14 juillet 2010 - 06:07 .


#852
Guest_Inge McDaniel_*

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Rember this is just a suggestion.



NB! make a folder where you have these files, for easy access and editing. I suggest using Notepad++.



After you have made your bindings for these files. Copy them over to the Mass Effect2 Binaries folder.

You can also edit these file while playing.

1. go back to main menu in the game.

2. edit the exec file you want.

3. copy the file over to Binaries folder and replace the one that alreday exist.

4. then resume the game and keep playing.



Suggestion for bindings.

[SFXGame.SFXGameModeBase]

Bindings=( Name="End", Command="exec Power.txt" )

Bindings=( Name="Home", Command="exec PowerSource.txt" )



[SFXGame.SFXGameModeDefault]

Bindings=( Name="F4", Command="exec AmmoMedigel.txt" )

Bindings=( Name="F7", Command="exec UnlockAchievement.txt | exec Upgrades.txt" )

Bindings=( Name="F10", Command="" )

Bindings=( Name="F11", Command="exec Quality.txt" )

Bindings=( Name="F12", Command="exec Credits.txt" )



Inge





#853
Guest_Inge McDaniel_*

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ZephSunstrider wrote...

Inge McDaniel wrote...

Actually, Heavy is rank 4, you will not get it to work if you set 4 as an option.

Inge


Doesn't do anything if I use Heavy as a parameter for SetRank

SetRank Self SFXPower_ConcussiveShot Heavy

That just leaves Concussive Shot at Rank 1. Using 4 works fine if you use the evolved power package

SetRank Self SFXPower_ConcussiveShot_Heavy 4

Heavy would be one option of Rank 4 anyway, most powers have Heavy and Radius, or Squad for ammo powers.
I'm starting to think that the UE3 is intentionally messing with us! :bandit:

If I add bonus power in the game after loyality mission.
The game tells me that the player isen't loyal.
I can't get it past rank 1 then.
Therefore if we add this power before loyalty  mission what happens then?
I'm gone test it. But not before I have played through. :whistle:

Inge



#854
ZephSunstrider

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Inge McDaniel wrote...
I'm gone test it. But not before I have played through. :whistle:

Inge


Heh, have the same problem here as I had with Dragon Age, and with other more deep RPGs. I start a game, play like halfway through, then get too curious how it "would've been if...". So I start a new character, play it differently... hm, "What if he was a she?" And here we go, another two characters.
I piled up about a dozen characters that way in Dragon Age... had to force myself to finish with one of them. I sense the same thing coming for ME2 :pinched:
Being able to modify a game adds even more "lifetime". I remember when I got my hands on the Construction Set for TES Morrowind... oh woe! In the end I spent more time modifying the game than actually playing it :whistle:

#855
Argent Csero

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I can only get mods to work on the vanilla version of ME2, how come nothing works with DLC installed? Is there a fix? This has really been bugging me and any help would be greatly appreciated.

#856
David Hingtgen

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OneManBand wrote...
I know somehow it is possible to switch Kelly and Miranda's models (make Kelly turn into Miranda, possibly vice versa although I don't care about that as much). How can I do this?


No one's been able to replicate/prove it.  Switching NPC models is at the top of my want-list.  

#857
Combine08

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Greetings!



I think this is the best place to ask. I use an edited coalesced.ini



Does anyone know if there is a mod that somehow "hides" heavy weapons? Kind of "distracting" to run around without armor in a lab coat while wearing HWs.

#858
Girl.Crush

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OneManBand wrote...

Hey everyone. I didn't want to start a new thread and have it locked as duplicate or something, so I'm going to post my question in here.

I know somehow it is possible to switch Kelly and Miranda's models (make Kelly turn into Miranda, possibly vice versa although I don't care about that as much). How can I do this?
I don't know nearly enough about this kind of thing to do it, and I was wondering if I could get some help?

(...you know that dancing scene... if Miranda puts on that one-piece... it would be epic.)

Would be interesting i guess - but it wouldn't be Miranda's body in the stripper dress, it would just be her head on the stripper body. I found a modded coalesced file that allows you to change you head and body to various characters in the game, so i tried Miranda in the stripper outfit:

http://i31.tinypic.com/2urxd2r.jpg
http://i25.tinypic.com/2itrhwn.jpg

Apart from her face being paler, it fit pretty good. But i prefer playing with the characters as they are.

#859
phoenixofthunder

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Argent Csero wrote...

I can only get mods to work on the vanilla version of ME2, how come nothing works with DLC installed? Is there a fix? This has really been bugging me and any help would be greatly appreciated.


This is because the installation of DLC's replaces your INI with a default INI (stock ME2 INI) which has added the DLC information. My best solution would be to make a text file and copy all your edited code lines and their respected sections in your custom INI into the text file and save it to something like: "ME2 Edited Code Lines.txt" then after installing a DLC copy these code lines to your new DLC installed INI. Making sure they go in the right section. Then running the Fixer. And all should work again. Tedious I know but I know of no other way.

EDIT: Perfect example that proves this: Subtitles. I like Orange subtitles so I changed the color of the subtitles to orange. But then found out the hard way after installing my first DLC that they were set back to that light blue. And I had to go change them again to orange.

Modifié par phoenixofthunder, 14 juillet 2010 - 07:39 .


#860
David Hingtgen

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Would be interesting i guess - but it wouldn't be Miranda's body in the stripper dress, it would just be her head on the stripper body. I found a modded coalesced file that allows you to change you head and body to various characters in the game, so i tried Miranda in the stripper outfit:


Ok, making sure--is that MIRANDA with a different body, or is that Shepard using Miranda's head and the dancer's body?  

#861
Girl.Crush

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David Hingtgen wrote...

Ok, making sure--is that MIRANDA with a different body, or is that Shepard using Miranda's head and the dancer's body?  

Yeah, i guess my post was a bit confusing. Someone asked about switching Kelly's body with Miranda's so they could see Miranda's body in the stripper's outfit during the bit where Kelly dances in the room. Another person replied saying that it was not possible to do that yet. So, I was just commenting on that even if it was, it wouldn't actually be Miranda's body in the outfit, just the strippers body with Miranada's head, and yes, that is my Shepard with Miranda's head and the stripper body.

Sorry for the confusion.

#862
David Hingtgen

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I totally missed the "Miranda's body in Kelly's outfit" aspect, I was thinking a "simple swap" (Kelly's head on Miranda's body, with Miranda's outfit) but even that is impossible currently.  

Modifié par David Hingtgen, 15 juillet 2010 - 02:35 .


#863
OneManBand

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yeah, only problem with head swapping is that there is no new ass to look at.



however, I still enjoy it. :P





it seemed logical to me that switching npc models would be fairly easy considering that you can make the player Miranda so easily, but oh well.




#864
ZephSunstrider

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Combine08 wrote...

Greetings!

I think this is the best place to ask. I use an edited coalesced.ini

Does anyone know if there is a mod that somehow "hides" heavy weapons? Kind of "distracting" to run around without armor in a lab coat while wearing HWs.


The only thing I know of that you could do, is being unable to use heavies, thus being unable to equip one, thus... you get the idea. You can't hide them and still use them afaik.

Edit: HAH! Inge, I figured out how to add Rank 4 bonus powers to people. It's a little more difficult than regular powers, mostly because we don't know the package names. I found a workaround.
You need Gibbed's glorious Save Editor, then you add the bonus power to yourself at whatever rank (Say, 3). You save, and open up the savegame in Gibbed's Editor. Under Raw/Player/Powers are all powers listed, including their package name.
So, Heavy Warp Ammo is called SFXPower_WarpAmmo_Evolved1_Player. Finally, Tali has it at Rank 4 :D
I suppose it's kinda the same for the other bonus powers.

Modifié par ZephSunstrider, 16 juillet 2010 - 12:39 .


#865
Guest_Inge McDaniel_*

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ZephSunstrider wrote...

Combine08 wrote...

Greetings!

I think this is the best place to ask. I use an edited coalesced.ini

Does anyone know if there is a mod that somehow "hides" heavy weapons? Kind of "distracting" to run around without armor in a lab coat while wearing HWs.


The only thing I know of that you could do, is being unable to use heavies, thus being unable to equip one, thus... you get the idea. You can't hide them and still use them afaik.

Edit: HAH! Inge, I figured out how to add Rank 4 bonus powers to people. It's a little more difficult than regular powers, mostly because we don't know the package names. I found a workaround.
You need Gibbed's glorious Save Editor, then you add the bonus power to yourself at whatever rank (Say, 3). You save, and open up the savegame in Gibbed's Editor. Under Raw/Player/Powers are all powers listed, including their package name.
So, Heavy Warp Ammo is called SFXPower_WarpAmmo_Evolved1_Player. Finally, Tali has it at Rank 4 :D
I suppose it's kinda the same for the other bonus powers.

Great, how is your exec files looks like now?
Because, I got the same problem as you when playing Overload, that module has done that my exec files doesn't work anymore.
Can you still add three more power to the playert like before.
Wll, I definitely gone try this.

That is a option and a workaround how many power have added to your class and squad.
I will test it when I'm back home.

Thanks for the tip.

Inge


Modifié par Inge McDaniel, 16 juillet 2010 - 07:23 .


#866
Guest_Inge McDaniel_*

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It is still working for me as long I add the power I want to use in here [SFXGame.SFXEngine] in the Coalesced.ini file.

Dosen't need any more changes. But anyway, thanks for your tip, is noted.



Inge



#867
ZephSunstrider

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Inge McDaniel wrote...

It is still working for me as long I add the power I want to use in here [SFXGame.SFXEngine] in the Coalesced.ini file.
Dosen't need any more changes. But anyway, thanks for your tip, is noted.

Inge


Yes, you still need to add the evolved bonus powers to the DLMs. The base bonus powers are already in there from vanilla settings.

I don't have Overlord. Too fishy, and not worth the points in my eyes. Just got Kasumi's Stolen Memories though, curious how that'll play out. So far, no issues.

#868
phoenixofthunder

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Inge McDaniel wrote...

Rember this is just a suggestion.
NB! make a folder where you have these files, for easy access and editing. I suggest using Notepad++.
After you have made your bindings for these files. Copy them over to the Mass Effect2 Binaries folder.
You can also edit these file while playing.
1. go back to main menu in the game.
2. edit the exec file you want.
3. copy the file over to Binaries folder and replace the one that alreday exist.
......................
......................



Where do I find instructions on how to do this exactly (make exec) thought from what I understood it was a text file?:unsure: I get the jist of this but just need some real clear clairfication.

Modifié par phoenixofthunder, 17 juillet 2010 - 02:53 .


#869
Guest_Inge McDaniel_*

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phoenixofthunder wrote...

Inge McDaniel wrote...

Rember this is just a suggestion.
NB! make a folder where you have these files, for easy access and editing. I suggest using Notepad++.
After you have made your bindings for these files. Copy them over to the Mass Effect2 Binaries folder.
You can also edit these file while playing.
1. go back to main menu in the game.
2. edit the exec file you want.
3. copy the file over to Binaries folder and replace the one that alreday exist.
......................
......................



Where do I find instructions on how to do this exactly (make exec) thought from what I understood it was a text file?:unsure: I get the jist of this but just need some real clear clairfication.

Sorry, my mistake exec is just a executable text file you make and run with command exec.

Inge



#870
phoenixofthunder

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Inge McDaniel wrote...

phoenixofthunder wrote...

Inge McDaniel wrote...

Rember this is just a suggestion.
NB! make a folder where you have these files, for easy access and editing. I suggest using Notepad++.
After you have made your bindings for these files. Copy them over to the Mass Effect2 Binaries folder.
You can also edit these file while playing.
1. go back to main menu in the game.
2. edit the exec file you want.
3. copy the file over to Binaries folder and replace the one that alreday exist.
......................
......................

Where do I find instructions on how to do this exactly (make exec) thought from what I understood it was a text file?:unsure: I get the jist of this but just need some real clear clairfication.

Sorry, my mistake exec is just a executable text file you make and run with command exec.
Inge


So kinda like:
In
C:\\Program Files\\Mass Effect 2\\Binaries\\Textfile.txt
Placed inside it:
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )

Then in the Coalesced.INI put this:
Bindings=( Name="F9", Command="exec Textfile.txt" )

Like that?

#871
phoenixofthunder

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Inge McDaniel wrote...

phoenixofthunder wrote...

Inge McDaniel wrote...

Rember this is just a suggestion.
NB! make a folder where you have these files, for easy access and editing. I suggest using Notepad++.
After you have made your bindings for these files. Copy them over to the Mass Effect2 Binaries folder.
You can also edit these file while playing.
1. go back to main menu in the game.
2. edit the exec file you want.
3. copy the file over to Binaries folder and replace the one that alreday exist.
......................
......................

Where do I find instructions on how to do this exactly (make exec) thought from what I understood it was a text file?:unsure: I get the jist of this but just need some real clear clairfication.

Sorry, my mistake exec is just a executable text file you make and run with command exec.
Inge


So kinda like:
In
C:\\Program Files\\Mass Effect 2\\Binaries\\Textfile.txt
Placed inside it:
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )

Then in the Coalesced.INI put this:
Bindings=( Name="F9", Command="exec Textfile.txt" )

Like that?

#872
ZephSunstrider

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phoenixofthunder wrote...

So kinda like:
In
C:\\\\\\\\Program Files\\\\\\\\Mass Effect 2\\\\\\\\Binaries\\\\\\\\Textfile.txt
Placed inside it:
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )

Then in the Coalesced.INI put this:
Bindings=( Name="F9", Command="exec Textfile.txt" )

Like that?


Not quite. The second part is correct. You put the exec cmd on F9, you hit F9 ingame (assuming nothing else is bound to it) and it executes the named text file.

Inside the text, you put console commands. Not C.ini scripts. For example:

GivePower self SFXPower_ArmorPiercingAmmo_Evolved1_Player
SetRank self SFXPower_ArmorPiercingAmmo_Evolved1_Player 4

This will add the Armor-Piercing Ammo power to Shepard, evolved to Tungsten Ammo (Heavy).

GiveItem Self HandCannon

This will add the Carnifex Hand Cannon to Shepard.

SetIntByName Tec_GruntShotgun 1

This will complete the research project for the Krogan's Claymore shotgun.
There's more commands like this. Azureum has a bunch of readied text files that'll do alot of stuff (the weapon/research stuff is from him).
For the powers, just follow mine and Inge's conversation over the last few pages.
Ordinary/basic commands from the UE3 work fine too, for example the walk/fly/ghost cmds.

Modifié par ZephSunstrider, 17 juillet 2010 - 07:04 .


#873
Guest_Inge McDaniel_*

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phoenixofthunder wrote...

Inge McDaniel wrote...

phoenixofthunder wrote...

Inge McDaniel wrote...

Rember this is just a suggestion.
NB! make a folder where you have these files, for easy access and editing. I suggest using Notepad++.
After you have made your bindings for these files. Copy them over to the Mass Effect2 Binaries folder.
You can also edit these file while playing.
1. go back to main menu in the game.
2. edit the exec file you want.
3. copy the file over to Binaries folder and replace the one that alreday exist.
......................
......................

Where do I find instructions on how to do this exactly (make exec) thought from what I understood it was a text file?:unsure: I get the jist of this but just need some real clear clairfication.

Sorry, my mistake exec is just a executable text file you make and run with command exec.
Inge


So kinda like:
In
C:\\\\Program Files\\\\Mass Effect 2\\\\Binaries\\\\Textfile.txt
Placed inside it:
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )

Then in the Coalesced.INI put this:
Bindings=( Name="F9", Command="exec Textfile.txt" )

Like that?

I and ZephSunstrider  does the same things two differnt ways, but it work the same.
I suggest you follow his explaining.

Inge



#874
phoenixofthunder

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Okay I think I'll stick to editing the INI directly.

#875
xI extremist Ix

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I can't mod if I download from Steam can I?